-#ifndef WEAPONSYSTEM_H
-#define WEAPONSYSTEM_H
-
-#if defined(CSQC)
-#elif defined(MENUQC)
-#elif defined(SVQC)
- #include "../../common/util-pre.qh"
- #include "../sys-pre.qh"
- #include "../../dpdefs/progsdefs.qc"
- #include "../../dpdefs/dpextensions.qc"
- #include "../sys-post.qh"
- #include "../../warpzonelib/anglestransform.qh"
- #include "../../warpzonelib/mathlib.qh"
- #include "../../warpzonelib/common.qh"
- #include "../../warpzonelib/util_server.qh"
- #include "../../warpzonelib/server.qh"
- #include "../../common/constants.qh"
- #include "../../common/stats.qh"
- #include "../../common/teams.qh"
- #include "../../common/util.qh"
- #include "../../common/nades.qh"
- #include "../../common/buffs.qh"
- #include "../../common/test.qh"
- #include "../../common/counting.qh"
- #include "../../common/urllib.qh"
- #include "../../common/command/markup.qh"
- #include "../../common/command/rpn.qh"
- #include "../../common/command/generic.qh"
- #include "../../common/command/shared_defs.qh"
- #include "../../common/net_notice.qh"
- #include "../../common/animdecide.qh"
- #include "../../common/monsters/monsters.qh"
- #include "../../common/monsters/sv_monsters.qh"
- #include "../../common/monsters/spawn.qh"
- #include "../../common/weapons/config.qh"
- #include "../../common/weapons/weapons.qh"
- #include "accuracy.qh"
- #include "common.qh"
- #include "csqcprojectile.qh"
- #include "hitplot.qh"
- #include "selection.qh"
- #include "spawning.qh"
- #include "throwing.qh"
- #include "tracing.qh"
- #include "weaponstats.qh"
-#endif
+#pragma once
+
+#include <server/defs.qh>
+#include <server/miscfunctions.qh>
-float weaponswapping;
float internalteam;
+float weaponswapping;
+entity weapon_dropevent_item;
+
+..entity weaponentity_fld;
+
+void CL_SpawnWeaponentity(entity e, .entity weaponentity);
+
+vector CL_Weapon_GetShotOrg(float wpn);
+
+bool forbidWeaponUse(entity player);
+
+void W_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector offset);
+
+void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use, .entity weaponentity);
+
+void W_DropEvent(.void(Weapon, entity actor, .entity) event, entity player, float weapon_type, entity weapon_item, .entity weaponentity);
+
+void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sent_sound);
+
+void W_WeaponFrame(Player actor, .entity weaponentity);
+
+float W_WeaponRateFactor(entity this);
+
+float W_WeaponSpeedFactor(entity this);
+
+bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime);
+
+bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponentity, float secondary, float attacktime);
-void W_DropEvent(float event, entity player, float weapon_type, entity weapon_item);
+void weapon_prepareattack_do(entity actor, .entity weaponentity, float secondary, float attacktime);
-float forbidWeaponUse();
-#endif
\ No newline at end of file
+void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor, .entity weaponentity, int fire) func);